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Magic Magic is both a craft and a substance.

When a mage casts a spell, they manipulate ambient magic by using energy from their own body. The pool of inner energy a mage draws from in called their Well. Mages replenish their Well by eating, sleeping, and meditating. In order to cast a spell, a mage has to control of the flow of magic within their own body by means movement and/or incantation. The effectiveness of spell varies on how well a mage uses the two. Every mistake they make weakens their spell and makes it more difficult to cast. Should a mage attempt to cast a spell that is beyond their Well's current capacity they will completely exhaust themselves which can lead to blacking out or death. Over their life time, a mage's Well will increase to meet their rise in power. Some mages have naturally larger Wells though that only makes it more difficult for them master their art. All spells fall under one or more the Major Arcana, the four main schools of magic. Each one is presents it's own strengths and weaknesses. Every mage must study each of the Major Arcana regardless of their specializations.

The Major Arcana The Four Schools of Magic Abjuration: The magic of protection and banishment. Single-handedly, abjuration is the most important magic in the major arcana. Without their protective wards, mages could be easily killed by others or even themselves considering the strength of their offensive spells. Abjuration can also dispel enchantments and imprison it's victims. Evocation: The source of the majority of offensive spells, Evocation draws upon magic to create something out of nothing. Bolts of lightning, explosions, telekinesis, and some utility spells come from Evocation. The basics are easy learn, but in the end Evocation is the hardest to master. Conjuration: The magic of summoning, creation, and teleportation. Through conjuration creatures from other planes of existence can be summoned to assist you in battle. One can also conjure mundane items like food, clothing, weapons, and etc, or move across great distances by means of a portal. Transmutation: The magic of change and exchange. Transmutation is capable of more feats than any of the three other schools in the major arcana. One could increase their body strength and reflexes, heal wounds, or change an object or being into something else entirely. Transmutation requires a sharp mind, but yields rewards worth the effort put in.

Focusing

Early on, mages must choose a way to help focus the flow of their magic. This allows the mage to progress faster than without, making it a must. There are three different types of focusing methods.

Arcane Bond Most mages use arcane bonds to help focus their magic. By storing a portion of their power in an object they can improve their spell casting in accuracy, speed, and strength. Should a mage not have their bonded item on hand spells become much harder to cast, and can even drain their Well faster than normal. Bonded items cannot be destroyed

by normal means. Arcane bonds are most commonly used on jewelry, but they can also be used on weapons. Mages can unbond and rebond new objects, but the process is often too long and tedious to pursue. Familiar A mage does not choose their familiar, their familiar chooses them. Smaller animals have a tendency to bond with mages. For whatever reason, these animals will follow their master to the ends of the earth all the while acting as a different form of arcane bond. Over time, a mage can learn to communicate with their familiar telepathically along with animals of the same species. Mages can also cast spells with their familiar's help, delivering spells that would normally require direct contact. Familiars can be injured or killed which weakens it's master's magic. Markings Some mages feel that entrusting their power with anyone or anything besides themselves is foolish, so they go down a different route. With the help of another, mages can have symbols of arcane magic tattooed onto their body. This allows a mage cast spells without relying on a bonded object or a familiar. The downside to such markings is that they limit the size of your Well. Mages with markings must be learn the value of efficiency early on, or suffer painfully. Making Your Mage There are many factors to take into consideration when making your character. What type of mage are they? Where do they excel or lack in the Major Arcana? What is their Focus? Last but not least, what sort of perks you want. The perk system is my little way of putting a twist on character creation. Each character is allowed two perks (one active and one passive). Not only do perks affect how your character may fight, but they could determine parts of their physical appearance. Everyone in encouraged to make their own perks. Examples include: Active: Afterburner Fire is your specialty, and when you get angry, people pay. When you activate this perk, you engulf your own body in flame (with a lot of everything around you), and rocket towards your enemies like a hell-bent maniac. Using Afterburner drains your Well at an accelerated rate, but multiplies your power as a result. Note: Must specialize in evocation. Mind Spike Theres telepathy, and then theres this. Using psionic energy, you create a mental rail road spike, and lovingly jam into your opponents mind. Depending on your mood, you can gently remove it, or give it a twist causing severe memory loss. Note: Mind Spike can only be casted on one person at a time.Enchanter only perk. Wild Form Having thumbs is nice, but having claws is so much better. Wild Form allows the user to transform into any animal of their choice providing they know what it is. The user gains all of the physical attributes of that animal while maintaining their human-level intellect. Notes: Can only cast the most basic of spells while in Wild Form. Druid only spell. Passive:

Aberration Somewhere during the course of life time, you were exposed to some real nasty magic, and now you arent entirely human. Besides a few physical abnormalities, you also have an increased resistance to magic (mostly of the dark variety) and immunity to curses. Downside is that youre kind of freaky looking. Grafting You have an addiction, and a rather morbid one at that. You arent completely satisfied with the body that the big man in the clouds gave you, so you set upon a mission to improve yourself via having entire limbs removed and replaced with ones of mechanical or necromantic design. These parts are superior to your originals in both strength and as a magical conduit. Too bad its totally illegal and punishable by death. Hypnotic You had her from the moment she looked into your eyes. Not because youre handsome, or anything like that. You have the ability to passively enchant those around you, and subtly manipulate their decisions. While it wont work on everyone (mostly other mages) its more than enough to get by on.

Mage Layout: [Name] Prerequisites - (required studying, focusing method, etc.) Abjuration: (Points cannot exceed 5 in any school) Evocation: (Points cannot be any lower than 1 in any school) Conjuration: (Points cannot exceed 12 overall) Transmutation: (1 = weak, 3 = average, 5 = exceptional) Well: (1-5) Active Perk: (Both perks should relate to your character mage type, appearance, or personality in some way.) Passive Perk: (If you cant think any perks, just PM for help.) Mage Examples:

Evoker Prerequisites: Heavy study in Evocation. Specialty: Offensive Magic Abjuration: *** Evocation:***** Conjuration: ** Transmutation: **
Warder Prerequisites:Heavy study in Abjuration. Specialty: Defensive Magic

Abjuration: ***** Evocation: **

Conjuration: *** Transmutation: ** Summoner Prerequisites: Heavy study in Conjuration. Specialty: Demon Summoning Abjuration: **** Evocation: * Conjuration: ***** Transmutation: ** Alchemist Prerequisites Heavy Study in Transmutation. Specialty: (Fill in your own damn blanks!) Abjuration: ** Evocation: ** Conjuration: *** Transmutation: ***** Druid Prerequisites Tree-hugger (Just kidding) Specialty Nature magic. Abjuration: ** Evocation: *** Conjuration: *** Transmutation: **** An example of a fully completed mage layout:
Enchanter Prerequisites Enchanters Eye (Arcane Bond) Abjuration: ** Evocation: **** Conjuration: **** Transmutation: **

Well: 2 Active Perk:Mind Spike There s telepathy, and then there s this. Using psionic energy, you create a mental rail road spike, and lovingly jam into your opponents mind. Depending on your mood, you can gently remove it, or give it a twist causing severe memory loss. Note: Mind Spike can only be casted on one person at a time. Enchanter only perk.
Passive Perk: Hypnotic You had her from the moment she looked into your eyes. Not because youre handsome, or anything like that. You have the ability to passively enchant those around you, and subtly manipulate their decisions. While it wont work on everyone (mostly other mages) its more than enough to get by on.

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